// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+

#include "GameListModel.h"
#include "GameListRefreshThread.h"
#include "GameListWidget.h"
#include "QtHost.h"
#include "QtUtils.h"

#include "pcsx2/GameList.h"
#include "pcsx2/Host.h"

#include "common/Assertions.h"
#include "common/Console.h"
#include "common/FileSystem.h"
#include "common/Path.h"
#include "common/StringUtil.h"

#include "fmt/format.h"

#include <QtCore/QSortFilterProxyModel>
#include <QtCore/QDir>
#include <QtCore/QString>
#include <QtGui/QPainter>
#include <QtGui/QPixmap>
#include <QtGui/QPixmapCache>
#include <QtGui/QWheelEvent>
#include <QtWidgets/QApplication>
#include <QtWidgets/QFileDialog>
#include <QtWidgets/QHeaderView>
#include <QtWidgets/QMenu>
#include <QtWidgets/QScrollBar>
#include <QtWidgets/QStyledItemDelegate>
#include <QShortcut>

static const char* SUPPORTED_FORMATS_STRING = QT_TRANSLATE_NOOP(GameListWidget,
	".bin/.iso (ISO Disc Images)\n"
	".mdf (Media Descriptor File)\n"
	".chd (Compressed Hunks of Data)\n"
	".cso (Compressed ISO)\n"
	".zso (Compressed ISO)\n"
	".gz (Gzip Compressed ISO)");

static constexpr float MIN_SCALE = 0.1f;
static constexpr float MAX_SCALE = 2.0f;

class GameListSortModel final : public QSortFilterProxyModel
{
public:
	explicit GameListSortModel(GameListModel* parent)
		: QSortFilterProxyModel(parent)
		, m_model(parent)
	{
	}

	void setFilterType(GameList::EntryType type)
	{
		m_filter_type = type;
		invalidateRowsFilter();
	}
	void setFilterRegion(GameList::Region region)
	{
		m_filter_region = region;
		invalidateRowsFilter();
	}
	void setFilterName(const QString& name)
	{
		m_filter_name = name;
		invalidateRowsFilter();
	}

	bool filterAcceptsRow(int source_row, const QModelIndex& source_parent) const override
	{
		if (m_filter_type != GameList::EntryType::Count ||
			m_filter_region != GameList::Region::Count ||
			!m_filter_name.isEmpty())
		{
			const auto lock = GameList::GetLock();
			const GameList::Entry* entry = GameList::GetEntryByIndex(source_row);
			if (m_filter_type != GameList::EntryType::Count && entry->type != m_filter_type)
				return false;
			if (m_filter_region != GameList::Region::Count && entry->region != m_filter_region)
				return false;
			if (!m_filter_name.isEmpty() &&
				!QString::fromStdString(entry->path).contains(m_filter_name, Qt::CaseInsensitive) &&
				!QString::fromStdString(entry->serial).contains(m_filter_name, Qt::CaseInsensitive) &&
				!QString::fromStdString(entry->title).contains(m_filter_name, Qt::CaseInsensitive) &&
				!QString::fromStdString(entry->title_en).contains(m_filter_name, Qt::CaseInsensitive))
				return false;
		}

		return QSortFilterProxyModel::filterAcceptsRow(source_row, source_parent);
	}

	bool lessThan(const QModelIndex& source_left, const QModelIndex& source_right) const override
	{
		return m_model->lessThan(source_left, source_right, source_left.column());
	}

private:
	GameListModel* m_model;
	GameList::EntryType m_filter_type = GameList::EntryType::Count;
	GameList::Region m_filter_region = GameList::Region::Count;
	QString m_filter_name;
};

namespace
{
	// Used for Type, Region, and Compatibility columns to center icons; Qt::AlignCenter only works on DisplayRole (text).
	class GameListIconStyleDelegate final : public QStyledItemDelegate
	{
	public:
		GameListIconStyleDelegate(QWidget* parent)
			: QStyledItemDelegate(parent)
		{
		}
		~GameListIconStyleDelegate() = default;

		// See: QStyledItemDelegate::paint(), QItemDelegate::drawDecoration(), and Qt::QStyleOptionViewItem.
		void paint(QPainter* painter, const QStyleOptionViewItem& option, const QModelIndex& index) const override
		{
			Q_ASSERT(index.isValid());

			// Draw highlight for cell.
			QApplication::style()->drawControl(QStyle::CE_ItemViewItem, &option, painter, option.widget);

			// Fetch icon pixmap and stop if no icon exists
			const QPixmap icon = qvariant_cast<QPixmap>(index.data(Qt::DecorationRole));

			if (icon.isNull())
				return;

			// Save painter state and restore later so clip setting doesn't persist across cell draws.
			painter->save();

			// Clip pixmap so it doesn't extend outside the cell.
			const QRect rect = option.rect;
			painter->setClipRect(rect);

			// Determine starting location of icon (Qt uses top-left origin).
			const int icon_width = static_cast<int>(static_cast<qreal>(icon.width()) / icon.devicePixelRatio());
			const int icon_height = static_cast<int>(static_cast<qreal>(icon.height()) / icon.devicePixelRatio());
			const QPoint icon_top_left = QPoint((rect.width() - icon_width) / 2, (rect.height() - icon_height) / 2);

			// Change palette if the item is selected.
			if (option.state & QStyle::State_Selected)
			{
				// Set color based on whether cell is enabled.
				const bool enabled = option.state & QStyle::State_Enabled;
				QColor color = option.palette.color(enabled ? QPalette::Normal : QPalette::Disabled, QPalette::Highlight);
				color.setAlphaF(0.3f);

				// Fetch pixmap from cache or construct a new one.
				const QString key = QString::fromStdString(fmt::format("{:016X}-{:d}-{:08X}", icon.cacheKey(), enabled, color.rgba()));
				QPixmap highlighted_icon;
				if (!QPixmapCache::find(key, &highlighted_icon))
				{
					QImage img = icon.toImage().convertToFormat(QImage::Format_ARGB32_Premultiplied);

					QPainter tinted_painter(&img);
					tinted_painter.setCompositionMode(QPainter::CompositionMode_SourceAtop);
					tinted_painter.fillRect(0, 0, img.width(), img.height(), color);
					tinted_painter.end();

					highlighted_icon = QPixmap(QPixmap::fromImage(img));
					QPixmapCache::insert(key, highlighted_icon);
				}

				painter->drawPixmap(rect.topLeft() + icon_top_left, highlighted_icon);
			}
			else
			{
				painter->drawPixmap(rect.topLeft() + icon_top_left, icon);
			}

			// Restore the old clip path.
			painter->restore();
		}
	};
} // namespace

GameListWidget::GameListWidget(QWidget* parent /* = nullptr */)
	: QWidget(parent)
{
}

GameListWidget::~GameListWidget() = default;

void GameListWidget::initialize()
{
	const float cover_scale = Host::GetBaseFloatSettingValue("UI", "GameListCoverArtScale", 0.45f);
	const bool show_cover_titles = Host::GetBaseBoolSettingValue("UI", "GameListShowCoverTitles", true);
	m_model = new GameListModel(cover_scale, show_cover_titles, devicePixelRatioF(), this);
	m_model->updateCacheSize(width(), height());

	m_sort_model = new GameListSortModel(m_model);
	m_sort_model->setSourceModel(m_model);

	m_ui.setupUi(this);

	for (u32 type = 0; type < static_cast<u32>(GameList::EntryType::Count); type++)
	{
		if (type != static_cast<u32>(GameList::EntryType::Invalid))
		{
			m_ui.filterType->addItem(GameListModel::getIconForType(static_cast<GameList::EntryType>(type)),
				GameList::EntryTypeToString(static_cast<GameList::EntryType>(type), true));
		}
	}

	for (u32 region = 0; region < static_cast<u32>(GameList::Region::Count); region++)
	{
		m_ui.filterRegion->addItem(GameListModel::getIconForRegion(static_cast<GameList::Region>(region)),
			GameList::RegionToString(static_cast<GameList::Region>(region), true));
	}

	connect(m_ui.viewGameList, &QPushButton::clicked, this, &GameListWidget::showGameList);
	connect(m_ui.viewGameGrid, &QPushButton::clicked, this, &GameListWidget::showGameGrid);
	connect(m_ui.gridScale, &QSlider::valueChanged, this, &GameListWidget::gridIntScale);
	connect(m_ui.viewGridTitles, &QPushButton::toggled, this, &GameListWidget::setShowCoverTitles);
	connect(m_ui.filterType, &QComboBox::currentIndexChanged, this, [this](int index) {
		m_sort_model->setFilterType((index == 0) ? GameList::EntryType::Count : static_cast<GameList::EntryType>(index - 1));
	});
	connect(m_ui.filterRegion, &QComboBox::currentIndexChanged, this, [this](int index) {
		m_sort_model->setFilterRegion((index == 0) ? GameList::Region::Count : static_cast<GameList::Region>(index - 1));
	});
	connect(m_ui.searchText, &QLineEdit::textChanged, this, [this](const QString& text) {
		m_sort_model->setFilterName(text);
	});

	connect(new QShortcut(QKeySequence::Find, this), &QShortcut::activated, [this]() {
		m_ui.searchText->setFocus();
	});

	m_table_view = new QTableView(m_ui.stack);
	m_table_view->setModel(m_sort_model);
	m_table_view->setSortingEnabled(true);
	m_table_view->setSelectionMode(QAbstractItemView::SingleSelection);
	m_table_view->setSelectionBehavior(QAbstractItemView::SelectRows);
	m_table_view->setContextMenuPolicy(Qt::CustomContextMenu);
	m_table_view->setAlternatingRowColors(true);
	m_table_view->setMouseTracking(true);
	m_table_view->setShowGrid(false);
	m_table_view->setCurrentIndex(QModelIndex());
	m_table_view->horizontalHeader()->setHighlightSections(false);
	m_table_view->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu);
	m_table_view->verticalHeader()->hide();
	m_table_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel);

	// Custom painter to center-align DisplayRoles (icons)
	m_table_view->setItemDelegateForColumn(0, new GameListIconStyleDelegate(this));
	m_table_view->setItemDelegateForColumn(8, new GameListIconStyleDelegate(this));
	m_table_view->setItemDelegateForColumn(9, new GameListIconStyleDelegate(this));

	loadTableViewColumnVisibilitySettings();
	loadTableViewColumnSortSettings();

	connect(m_table_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
		&GameListWidget::onSelectionModelCurrentChanged);
	connect(m_table_view, &QTableView::activated, this, &GameListWidget::onTableViewItemActivated);
	connect(m_table_view, &QTableView::customContextMenuRequested, this,
		&GameListWidget::onTableViewContextMenuRequested);
	connect(m_table_view->horizontalHeader(), &QHeaderView::customContextMenuRequested, this,
		&GameListWidget::onTableViewHeaderContextMenuRequested);
	connect(m_table_view->horizontalHeader(), &QHeaderView::sortIndicatorChanged, this,
		&GameListWidget::saveTableViewColumnSortSettings);

	m_ui.stack->insertWidget(0, m_table_view);

	m_list_view = new GameListGridListView(m_ui.stack);
	m_list_view->setModel(m_sort_model);
	m_list_view->setModelColumn(GameListModel::Column_Cover);
	m_list_view->setSelectionMode(QAbstractItemView::SingleSelection);
	m_list_view->setViewMode(QListView::IconMode);
	m_list_view->setResizeMode(QListView::Adjust);
	m_list_view->setUniformItemSizes(true);
	m_list_view->setItemAlignment(Qt::AlignHCenter);
	m_list_view->setContextMenuPolicy(Qt::CustomContextMenu);
	m_list_view->setFrameStyle(QFrame::NoFrame);
	m_list_view->setVerticalScrollMode(QAbstractItemView::ScrollMode::ScrollPerPixel);
	m_list_view->verticalScrollBar()->setSingleStep(15);
	onCoverScaleChanged();

	connect(m_list_view->selectionModel(), &QItemSelectionModel::currentChanged, this,
		&GameListWidget::onSelectionModelCurrentChanged);
	connect(m_list_view, &GameListGridListView::zoomIn, this, &GameListWidget::gridZoomIn);
	connect(m_list_view, &GameListGridListView::zoomOut, this, &GameListWidget::gridZoomOut);
	connect(m_list_view, &QListView::activated, this, &GameListWidget::onListViewItemActivated);
	connect(m_list_view, &QListView::customContextMenuRequested, this, &GameListWidget::onListViewContextMenuRequested);
	connect(m_model, &GameListModel::coverScaleChanged, this, &GameListWidget::onCoverScaleChanged);

	m_ui.stack->insertWidget(1, m_list_view);

	m_empty_widget = new QWidget(m_ui.stack);
	m_empty_ui.setupUi(m_empty_widget);
	m_empty_ui.supportedFormats->setText(qApp->translate("GameListWidget", SUPPORTED_FORMATS_STRING));
	connect(m_empty_ui.addGameDirectory, &QPushButton::clicked, this, [this]() { emit addGameDirectoryRequested(); });
	connect(m_empty_ui.scanForNewGames, &QPushButton::clicked, this, [this]() { refresh(false, true); });
	connect(qApp, &QGuiApplication::applicationStateChanged, this, [this]() { GameListWidget::updateCustomBackgroundState(); });
	m_ui.stack->insertWidget(2, m_empty_widget);

	if (Host::GetBaseBoolSettingValue("UI", "GameListGridView", false))
		m_ui.stack->setCurrentIndex(1);
	else
		m_ui.stack->setCurrentIndex(0);

	setFocusProxy(m_ui.stack->currentWidget());

	updateToolbar();
	resizeTableViewColumnsToFit();
	setCustomBackground();
}

static void resizeAndPadImage(QImage* image, int expected_width, int expected_height, bool fill_with_top_left, bool expand_to_fill)
{
	const qreal dpr = image->devicePixelRatio();
	const int dpr_expected_width = static_cast<int>(static_cast<qreal>(expected_width) * dpr);
	const int dpr_expected_height = static_cast<int>(static_cast<qreal>(expected_height) * dpr);
	if (image->width() == dpr_expected_width && image->height() == dpr_expected_height)
		return;

	// Resize
	if (((static_cast<float>(image->width()) / static_cast<float>(image->height())) >=
		(static_cast<float>(dpr_expected_width) / static_cast<float>(dpr_expected_height))) != expand_to_fill)
	{
		*image = image->scaledToWidth(dpr_expected_width, Qt::SmoothTransformation);
	}
	else
	{
		*image = image->scaledToHeight(dpr_expected_height, Qt::SmoothTransformation);
	}

	if (image->width() == dpr_expected_width && image->height() == dpr_expected_height)
		return;

	// Padding
	int xoffs = 0;
	int yoffs = 0;
	const int image_width = image->width();
	const int image_height = image->height();
	if ((image_width < dpr_expected_width) != expand_to_fill)
		xoffs = static_cast<int>(static_cast<qreal>((dpr_expected_width - image_width) / 2) / dpr);
	if ((image_height < dpr_expected_height) != expand_to_fill)
		yoffs = static_cast<int>(static_cast<qreal>((dpr_expected_height - image_height) / 2) / dpr);

	QImage padded_image(dpr_expected_width, dpr_expected_height, QImage::Format_ARGB32);
	padded_image.setDevicePixelRatio(dpr);
	if (fill_with_top_left)
		padded_image.fill(image->pixel(0, 0));
	else
		padded_image.fill(Qt::transparent);

	// Painting
	QPainter painter;
	const float opacity = Host::GetBaseFloatSettingValue("UI", "GameListBackgroundOpacity");
	if (painter.begin(&padded_image))
	{
		painter.setOpacity((static_cast<float>(opacity / 100.0f))); // Qt expects the range to be from 0.0 to 1.0
		painter.setCompositionMode(QPainter::CompositionMode_Source);
		painter.drawImage(xoffs, yoffs, *image);
		painter.end();
	}

	*image = std::move(padded_image);
}

void GameListWidget::setCustomBackground(bool force_refresh)
{
	std::string path = Host::GetBaseStringSettingValue("UI", "GameListBackgroundPath");
	bool enabled = Host::GetBaseBoolSettingValue("UI", "GameListBackgroundEnabled");
	bool fill = Host::GetBaseBoolSettingValue("UI", "GameListBackgroundFill");

	// Cleanup old animation if it still exists on gamelist
	if (m_background_movie != nullptr)
	{
		delete m_background_movie;
		m_background_movie = nullptr;
	}

	if (!Path::IsAbsolute(path))
		path = Path::Combine(EmuFolders::DataRoot, path);

	// Only try to create background both if path are valid and custom background are enabled
	if ((!path.empty() && FileSystem::FileExists(path.c_str())) && enabled)
	{
		QMovie* new_movie;
		if (Path::GetExtension(path) == "png")
			// Use apng plugin
			new_movie = new QMovie(QString::fromStdString(path), "apng", this);
		else
			new_movie = new QMovie(QString::fromStdString(path), QByteArray(), this);

		if (new_movie->isValid())
			m_background_movie = new_movie;
		else
		{
			Console.Warning("Failed to load background movie from: %s", path.c_str());
			delete new_movie;
		}
	}

	// If there is no valid background then reset fallback to UI state
	if (!m_background_movie)
	{
		m_ui.stack->setPalette(QApplication::palette());
		m_table_view->setAlternatingRowColors(true);
		return;
	}

	// Background is valid, connect the signals and start animation in gamelist
	connect(m_background_movie, &QMovie::frameChanged, this, [this, fill]() { processBackgroundFrames(fill); });
	updateCustomBackgroundState(force_refresh);

	m_table_view->setAlternatingRowColors(false);
}

void GameListWidget::updateCustomBackgroundState(bool force_start)
{
	if (m_background_movie)
	{
		if ((isVisible() && (isActiveWindow() || force_start)) && qGuiApp->applicationState() == Qt::ApplicationActive)
			m_background_movie->start();
		else
			m_background_movie->stop();
	}
}

void GameListWidget::processBackgroundFrames(bool fill_area)
{
	QImage img = m_background_movie->currentImage();
	img.setDevicePixelRatio(devicePixelRatioF());
	const int widget_width = m_ui.stack->width();
	const int widget_height = m_ui.stack->height();

	resizeAndPadImage(&img, widget_width, widget_height, false, fill_area);

	QPalette new_palette(m_ui.stack->palette());
	new_palette.setBrush(QPalette::Base, img);
	m_ui.stack->setPalette(new_palette);
}

bool GameListWidget::isShowingGameList() const
{
	return m_ui.stack->currentIndex() == 0;
}

bool GameListWidget::isShowingGameGrid() const
{
	return m_ui.stack->currentIndex() == 1;
}

bool GameListWidget::getShowGridCoverTitles() const
{
	return m_model->getShowCoverTitles();
}

void GameListWidget::refresh(bool invalidate_cache, bool popup_on_error)
{
	cancelRefresh();

	m_refresh_thread = new GameListRefreshThread(invalidate_cache, popup_on_error);
	connect(m_refresh_thread, &GameListRefreshThread::refreshProgress, this, &GameListWidget::onRefreshProgress,
		Qt::QueuedConnection);
	connect(m_refresh_thread, &GameListRefreshThread::refreshComplete, this, &GameListWidget::onRefreshComplete,
		Qt::QueuedConnection);
	m_refresh_thread->start();
}

void GameListWidget::cancelRefresh()
{
	if (!m_refresh_thread)
		return;

	m_refresh_thread->cancel();
	m_refresh_thread->wait();

	// Cancelling might not be instant if we're say, scanning a gzip dump. Wait until it's done.
	while (m_refresh_thread)
		QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
}

void GameListWidget::reloadThemeSpecificImages()
{
	m_model->reloadThemeSpecificImages();
}

void GameListWidget::onRefreshProgress(const QString& status, int current, int total)
{
	// switch away from the placeholder while we scan, in case we find anything
	if (m_ui.stack->currentIndex() == 2)
	{
		m_ui.stack->setCurrentIndex(Host::GetBaseBoolSettingValue("UI", "GameListGridView", false) ? 1 : 0);
		setFocusProxy(m_ui.stack->currentWidget());
	}

	m_model->refresh();
	emit refreshProgress(status, current, total);
}

void GameListWidget::onRefreshComplete()
{
	m_model->refresh();
	emit refreshComplete();

	pxAssertRel(m_refresh_thread, "Has a refresh thread");
	m_refresh_thread->wait();
	delete m_refresh_thread;
	m_refresh_thread = nullptr;

	// if we still had no games, switch to the helper widget
	if (m_model->rowCount() == 0)
	{
		m_ui.stack->setCurrentIndex(2);
		setFocusProxy(nullptr);
	}
}

void GameListWidget::onSelectionModelCurrentChanged(const QModelIndex& current, const QModelIndex& previous)
{
	const QModelIndex source_index = m_sort_model->mapToSource(current);
	if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
		return;

	emit selectionChanged();
}

void GameListWidget::onTableViewItemActivated(const QModelIndex& index)
{
	const QModelIndex source_index = m_sort_model->mapToSource(index);
	if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
		return;

	emit entryActivated();
}

void GameListWidget::onTableViewContextMenuRequested(const QPoint& point)
{
	emit entryContextMenuRequested(m_table_view->mapToGlobal(point));
}

void GameListWidget::onListViewItemActivated(const QModelIndex& index)
{
	const QModelIndex source_index = m_sort_model->mapToSource(index);
	if (!source_index.isValid() || source_index.row() >= static_cast<int>(GameList::GetEntryCount()))
		return;

	emit entryActivated();
}

void GameListWidget::onListViewContextMenuRequested(const QPoint& point)
{
	emit entryContextMenuRequested(m_list_view->mapToGlobal(point));
}

void GameListWidget::onTableViewHeaderContextMenuRequested(const QPoint& point)
{
	QMenu menu;

	for (int column = 0; column < GameListModel::Column_Count; column++)
	{
		if (column == GameListModel::Column_Cover)
			continue;

		QAction* action = menu.addAction(m_model->getColumnDisplayName(column));
		action->setCheckable(true);
		action->setChecked(!m_table_view->isColumnHidden(column));
		connect(action, &QAction::toggled, [this, column](bool enabled) {
			m_table_view->setColumnHidden(column, !enabled);
			saveTableViewColumnVisibilitySettings(column);
			resizeTableViewColumnsToFit();
		});
	}

	menu.exec(m_table_view->mapToGlobal(point));
}

void GameListWidget::onCoverScaleChanged()
{
	m_model->updateCacheSize(width(), height());

	m_list_view->setSpacing(m_model->getCoverArtSpacing());

	QFont font;
	font.setPointSizeF(20.0f * m_model->getCoverScale());
	m_list_view->setFont(font);
}

void GameListWidget::listZoom(float delta)
{
	const float new_scale = std::clamp(m_model->getCoverScale() + delta, MIN_SCALE, MAX_SCALE);
	Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale);
	Host::CommitBaseSettingChanges();
	m_model->setCoverScale(new_scale);
	updateToolbar();
}

void GameListWidget::gridZoomIn()
{
	listZoom(0.05f);
}

void GameListWidget::gridZoomOut()
{
	listZoom(-0.05f);
}

void GameListWidget::gridIntScale(int int_scale)
{
	const float new_scale = std::clamp(static_cast<float>(int_scale) / 100.0f, MIN_SCALE, MAX_SCALE);

	Host::SetBaseFloatSettingValue("UI", "GameListCoverArtScale", new_scale);
	Host::CommitBaseSettingChanges();
	m_model->setCoverScale(new_scale);
	updateToolbar();
}

void GameListWidget::refreshGridCovers()
{
	m_model->refreshCovers();
}

void GameListWidget::showGameList()
{
	if (m_ui.stack->currentIndex() == 0 || m_model->rowCount() == 0)
	{
		// We can click the toolbar multiple times, so keep it correct.
		updateToolbar();
		return;
	}

	Host::SetBaseBoolSettingValue("UI", "GameListGridView", false);
	Host::CommitBaseSettingChanges();
	m_ui.stack->setCurrentIndex(0);
	setFocusProxy(m_ui.stack->currentWidget());
	resizeTableViewColumnsToFit();
	updateToolbar();
	emit layoutChange();
}

void GameListWidget::showGameGrid()
{
	if (m_ui.stack->currentIndex() == 1 || m_model->rowCount() == 0)
	{
		// We can click the toolbar multiple times, so keep it correct.
		updateToolbar();
		return;
	}

	Host::SetBaseBoolSettingValue("UI", "GameListGridView", true);
	Host::CommitBaseSettingChanges();
	m_ui.stack->setCurrentIndex(1);
	setFocusProxy(m_ui.stack->currentWidget());
	updateToolbar();
	emit layoutChange();
}

void GameListWidget::setShowCoverTitles(bool enabled)
{
	if (m_model->getShowCoverTitles() == enabled)
		return;

	Host::SetBaseBoolSettingValue("UI", "GameListShowCoverTitles", enabled);
	Host::CommitBaseSettingChanges();
	m_model->setShowCoverTitles(enabled);
	if (isShowingGameGrid())
		m_model->refresh();
	updateToolbar();
	emit layoutChange();
}

void GameListWidget::updateToolbar()
{
	const bool grid_view = isShowingGameGrid();
	{
		QSignalBlocker sb(m_ui.viewGameGrid);
		m_ui.viewGameGrid->setChecked(grid_view);
	}
	{
		QSignalBlocker sb(m_ui.viewGameList);
		m_ui.viewGameList->setChecked(!grid_view);
	}
	{
		QSignalBlocker sb(m_ui.viewGridTitles);
		m_ui.viewGridTitles->setChecked(m_model->getShowCoverTitles());
	}
	{
		QSignalBlocker sb(m_ui.gridScale);
		m_ui.gridScale->setValue(static_cast<int>(m_model->getCoverScale() * 100.0f));
	}

	m_ui.viewGridTitles->setEnabled(grid_view);
	m_ui.gridScale->setEnabled(grid_view);
}

void GameListWidget::showEvent(QShowEvent* event)
{
	QWidget::showEvent(event);
	updateCustomBackgroundState();
}

void GameListWidget::hideEvent(QHideEvent* event)
{
	QWidget::hideEvent(event);
	updateCustomBackgroundState();
}

void GameListWidget::resizeEvent(QResizeEvent* event)
{
	QWidget::resizeEvent(event);
	resizeTableViewColumnsToFit();
	m_model->updateCacheSize(width(), height());
	setCustomBackground();
}

bool GameListWidget::event(QEvent* event)
{
	if (event->type() == QEvent::DevicePixelRatioChange)
	{
		m_model->setDevicePixelRatio(devicePixelRatioF());
		QWidget::event(event);
		return true;
	}

	return QWidget::event(event);
}

void GameListWidget::resizeTableViewColumnsToFit()
{
	QtUtils::ResizeColumnsForTableView(m_table_view, {
														 55, // type
														 85, // code
														 -1, // title
														 -1, // file title
														 75, // crc
														 95, // time played
														 90, // last played
														 80, // size
														 60, // region
														 120, // compatibility
													 });
}

static std::string getColumnVisibilitySettingsKeyName(int column)
{
	return StringUtil::StdStringFromFormat("Show%s",
		GameListModel::getColumnName(static_cast<GameListModel::Column>(column)));
}

void GameListWidget::loadTableViewColumnVisibilitySettings()
{
	static constexpr std::array<bool, GameListModel::Column_Count> DEFAULT_VISIBILITY = {{
		true, // type
		true, // code
		true, // title
		false, // file title
		false, // crc
		true, // time played
		true, // last played
		true, // size
		true, // region
		true // compatibility
	}};

	for (int column = 0; column < GameListModel::Column_Count; column++)
	{
		const bool visible = Host::GetBaseBoolSettingValue(
			"GameListTableView", getColumnVisibilitySettingsKeyName(column).c_str(), DEFAULT_VISIBILITY[column]);
		m_table_view->setColumnHidden(column, !visible);
	}
}

void GameListWidget::saveTableViewColumnVisibilitySettings()
{
	for (int column = 0; column < GameListModel::Column_Count; column++)
	{
		const bool visible = !m_table_view->isColumnHidden(column);
		Host::SetBaseBoolSettingValue("GameListTableView", getColumnVisibilitySettingsKeyName(column).c_str(), visible);
		Host::CommitBaseSettingChanges();
	}
}

void GameListWidget::saveTableViewColumnVisibilitySettings(int column)
{
	const bool visible = !m_table_view->isColumnHidden(column);
	Host::SetBaseBoolSettingValue("GameListTableView", getColumnVisibilitySettingsKeyName(column).c_str(), visible);
	Host::CommitBaseSettingChanges();
}

void GameListWidget::loadTableViewColumnSortSettings()
{
	const GameListModel::Column DEFAULT_SORT_COLUMN = GameListModel::Column_Type;
	const bool DEFAULT_SORT_DESCENDING = false;

	const GameListModel::Column sort_column =
		GameListModel::getColumnIdForName(Host::GetBaseStringSettingValue("GameListTableView", "SortColumn"))
			.value_or(DEFAULT_SORT_COLUMN);
	const bool sort_descending =
		Host::GetBaseBoolSettingValue("GameListTableView", "SortDescending", DEFAULT_SORT_DESCENDING);
	const Qt::SortOrder sort_order = sort_descending ? Qt::DescendingOrder : Qt::AscendingOrder;
	m_sort_model->sort(sort_column, sort_order);
	if (QHeaderView* hv = m_table_view->horizontalHeader())
		hv->setSortIndicator(sort_column, sort_order);
}

void GameListWidget::saveTableViewColumnSortSettings(const int sort_column, const Qt::SortOrder sort_order)
{
	if (sort_column >= 0 && sort_column < GameListModel::Column_Count)
	{
		Host::SetBaseStringSettingValue(
			"GameListTableView", "SortColumn", GameListModel::getColumnName(static_cast<GameListModel::Column>(sort_column)));
	}

	Host::SetBaseBoolSettingValue("GameListTableView", "SortDescending", sort_order == Qt::DescendingOrder);
	Host::CommitBaseSettingChanges();
}

const GameList::Entry* GameListWidget::getSelectedEntry() const
{
	if (m_ui.stack->currentIndex() == 0)
	{
		const QItemSelectionModel* selection_model = m_table_view->selectionModel();
		if (!selection_model->hasSelection())
			return nullptr;

		const QModelIndexList selected_rows = selection_model->selectedRows();
		if (selected_rows.empty())
			return nullptr;

		const QModelIndex source_index = m_sort_model->mapToSource(selected_rows[0]);
		if (!source_index.isValid())
			return nullptr;

		return GameList::GetEntryByIndex(source_index.row());
	}
	else
	{
		const QItemSelectionModel* selection_model = m_list_view->selectionModel();
		if (!selection_model->hasSelection())
			return nullptr;

		const QModelIndex source_index = m_sort_model->mapToSource(selection_model->currentIndex());
		if (!source_index.isValid())
			return nullptr;

		return GameList::GetEntryByIndex(source_index.row());
	}
}

void GameListWidget::rescanFile(const std::string& path)
{
	// We can't do this while there's a VM running, because of CDVD state... ugh.
	if (QtHost::IsVMValid())
	{
		Console.Error(fmt::format("Can't re-scan ELF at '{}' because we have a VM running.", path));
		return;
	}

	GameList::RescanPath(path);
	m_model->refresh();
}

GameListGridListView::GameListGridListView(QWidget* parent /*= nullptr*/)
	: QListView(parent)
{
}

void GameListGridListView::wheelEvent(QWheelEvent* e)
{
	if (e->modifiers() & Qt::ControlModifier)
	{
		int dy = e->angleDelta().y();
		if (dy != 0)
		{
			if (dy < 0)
				zoomOut();
			else
				zoomIn();

			return;
		}
	}

	QListView::wheelEvent(e);
}
